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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9043620" data-attributes="member: 7023840"><p>Kinda. Let me go back and use a few different examples that might help make this more easy-to-understand.</p><p></p><p>Going back to the FKR idea, imagine the most free-wheeling FKR game ever. Say, Perfected. </p><p><em>We both roll dice. If you roll high, your view of reality prevails. If I roll high, my view of reality prevails. If we're close, we negotiate.</em></p><p></p><p>Those are the rules of the game. That's it. I would say that this game has almost nothing to say about the second-order design, and, in fact, the diversity of play that would spring forth from the rules (the first-order design) is pretty obvious.</p><p></p><p>On other hand, take D&D. As I keep noting, there are areas in which D&D has explicitly not required a given approach. ToTM or Theater of the Mind (or hybrid) is the easiest example. There, the designers of the game are punting on something that, for most games, would be fundamental to the play. </p><p></p><p>But I wouldn't say that there is anything <em>inconsistent </em>about it. Most games from the 70s, as I've noted before, arose out of <em>consistent second-order design </em>as applied to OD&D. Even the earliest superhero game was just the DM's notes from an OD&D campaign that travelled between worlds.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9043620, member: 7023840"] Kinda. Let me go back and use a few different examples that might help make this more easy-to-understand. Going back to the FKR idea, imagine the most free-wheeling FKR game ever. Say, Perfected. [I]We both roll dice. If you roll high, your view of reality prevails. If I roll high, my view of reality prevails. If we're close, we negotiate.[/I] Those are the rules of the game. That's it. I would say that this game has almost nothing to say about the second-order design, and, in fact, the diversity of play that would spring forth from the rules (the first-order design) is pretty obvious. On other hand, take D&D. As I keep noting, there are areas in which D&D has explicitly not required a given approach. ToTM or Theater of the Mind (or hybrid) is the easiest example. There, the designers of the game are punting on something that, for most games, would be fundamental to the play. But I wouldn't say that there is anything [I]inconsistent [/I]about it. Most games from the 70s, as I've noted before, arose out of [I]consistent second-order design [/I]as applied to OD&D. Even the earliest superhero game was just the DM's notes from an OD&D campaign that travelled between worlds. [/QUOTE]
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